diff --git a/Source/Framework/Public/Core/GI_GameFramework.h b/Source/Framework/Public/Core/GI_GameFramework.h index 3c26fca..114859a 100644 --- a/Source/Framework/Public/Core/GI_GameFramework.h +++ b/Source/Framework/Public/Core/GI_GameFramework.h @@ -68,7 +68,7 @@ DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnFrameworkInitFailed, const FStrin * In C++, this replaces the Blueprint "Get Game Instance → Cast → Get Subsystem" * pattern with clean template access via GetService(). */ -UCLASS() +UCLASS(Blueprintable) class FRAMEWORK_API UGI_GameFramework : public UGameInstance { GENERATED_BODY() diff --git a/Source/Framework/Public/Core/GM_CoreGameMode.h b/Source/Framework/Public/Core/GM_CoreGameMode.h index a87b92d..733d5fa 100644 --- a/Source/Framework/Public/Core/GM_CoreGameMode.h +++ b/Source/Framework/Public/Core/GM_CoreGameMode.h @@ -32,7 +32,7 @@ DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnGameOverTriggered, FGameplayTag, * inherited from AGameModeBase — do not redeclare (UHT forbids shadowing). * Set them in your BP child's Class Defaults. */ -UCLASS() +UCLASS(Blueprintable) class FRAMEWORK_API AGM_CoreGameMode : public AGameModeBase { GENERATED_BODY() diff --git a/Source/Framework/Public/Core/GS_CoreGameState.h b/Source/Framework/Public/Core/GS_CoreGameState.h index fa1f3b1..0557f39 100644 --- a/Source/Framework/Public/Core/GS_CoreGameState.h +++ b/Source/Framework/Public/Core/GS_CoreGameState.h @@ -29,7 +29,7 @@ DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnPlayTimeUpdated, float, ElapsedSe * OnRep_ handlers that mirror broadcast dispatchers for both network * clients and local single-player. */ -UCLASS() +UCLASS(Blueprintable) class FRAMEWORK_API AGS_CoreGameState : public AGameStateBase { GENERATED_BODY() diff --git a/Source/Framework/Public/Inventory/BPC_InventorySystem.h b/Source/Framework/Public/Inventory/BPC_InventorySystem.h index 9982e18..4d661e2 100644 --- a/Source/Framework/Public/Inventory/BPC_InventorySystem.h +++ b/Source/Framework/Public/Inventory/BPC_InventorySystem.h @@ -63,7 +63,7 @@ DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnWeightChanged, float, CurrentWei * C++ TArray operations (FindByPredicate, Sort, Filter) are natively compiled — * no BP interpretive array node overhead. */ -UCLASS(ClassGroup = (Framework), meta = (BlueprintSpawnableComponent)) +UCLASS(Blueprintable, ClassGroup = (Framework), meta = (BlueprintSpawnableComponent)) class FRAMEWORK_API UBPC_InventorySystem : public UActorComponent { GENERATED_BODY() diff --git a/Source/Framework/Public/Player/BPC_StateManager.h b/Source/Framework/Public/Player/BPC_StateManager.h index 042fd92..a518d9a 100644 --- a/Source/Framework/Public/Player/BPC_StateManager.h +++ b/Source/Framework/Public/Player/BPC_StateManager.h @@ -65,7 +65,7 @@ enum class EHeartRateTier : uint8 * directly. Gating rules are defined in DA_StateGatingTable (37 rules). * In C++, the Chooser Table iteration is native-speed — no BP interpretive overhead. */ -UCLASS(ClassGroup = (Framework), meta = (BlueprintSpawnableComponent)) +UCLASS(Blueprintable, ClassGroup = (Framework), meta = (BlueprintSpawnableComponent)) class FRAMEWORK_API UBPC_StateManager : public UActorComponent { GENERATED_BODY() diff --git a/Source/Framework/Public/Player/PC_CoreController.h b/Source/Framework/Public/Player/PC_CoreController.h index 1d3e9e5..52df036 100644 --- a/Source/Framework/Public/Player/PC_CoreController.h +++ b/Source/Framework/Public/Player/PC_CoreController.h @@ -4,7 +4,7 @@ #include "GameFramework/PlayerController.h" #include "PC_CoreController.generated.h" -UCLASS() +UCLASS(Blueprintable) class FRAMEWORK_API APC_CoreController : public APlayerController { GENERATED_BODY() diff --git a/Source/Framework/Public/Player/PS_CorePlayerState.h b/Source/Framework/Public/Player/PS_CorePlayerState.h index 8c029ca..69264dd 100644 --- a/Source/Framework/Public/Player/PS_CorePlayerState.h +++ b/Source/Framework/Public/Player/PS_CorePlayerState.h @@ -4,7 +4,7 @@ #include "GameFramework/PlayerState.h" #include "PS_CorePlayerState.generated.h" -UCLASS() +UCLASS(Blueprintable) class FRAMEWORK_API APS_CorePlayerState : public APlayerState { GENERATED_BODY() diff --git a/Source/Framework/Public/Weapons/BPC_DamageReceptionSystem.h b/Source/Framework/Public/Weapons/BPC_DamageReceptionSystem.h index d276e0d..2debf31 100644 --- a/Source/Framework/Public/Weapons/BPC_DamageReceptionSystem.h +++ b/Source/Framework/Public/Weapons/BPC_DamageReceptionSystem.h @@ -56,7 +56,7 @@ struct FRAMEWORK_API FDamageModifier * triggers hit reactions (stagger, knockdown), and routes final damage to the * health system. In C++, the damage pipeline is native-speed vectorized math. */ -UCLASS(ClassGroup = (Framework), meta = (BlueprintSpawnableComponent)) +UCLASS(Blueprintable, ClassGroup = (Framework), meta = (BlueprintSpawnableComponent)) class FRAMEWORK_API UBPC_DamageReceptionSystem : public UActorComponent { GENERATED_BODY()